Hi! I have just started my first mod to change some of the more frustrating aspects of managing governors: the changing of policy on appointent. At the start of the game this may be manageble but mid-lategame you either ignore policies mostly or just pile up tons of tyranny and spend a lot of influence just to undo the changes when a governor dies and you have to appoint a new one.
For some reason I cannot keep the game from changing policies on appointment by editing the file: common/governor_policies/00_default
(more on that below) so I had to do the poor mans version of a fix:
a) just limiting the tyranny cost to cases of a governor or state with low loyalty (<50)
b) reducing the influence cost to a low number (0,5) and adding some gold cost (0.1x income) instead (this may also be better with a loyalty dependency)
Back to my initial question :
Maybe some smart people here can tell me what I did wrong here in changing "common/governor_policies/00_default" :
acquisition_of_wealth = {
province = {
monthly_local_governor_wage = 0.2
local_tax_modifier = 0.1
state_commerce_modifier = 0.1
}
if = {
limit = {is_ai = yes}
ai_will_do = {
modifier = {
add = 5
governor_or_ruler = { has_trait = gluttonous }
}
modifier = {
add = 15
governor_or_ruler = { loyalty <= 40 }
}
modifier = {
add = {
value = governor_or_ruler.corruption
divide = 2
}
}
}
}
if = {
limit = {is_ai = no}
ai_will_do = {
modifier = {
add = 1100
governor_policy = acquisition_of_wealth
}
modifier = {
subtract = 100
}
}
}
on_action = acquisition_of_wealth_pulse
}
...(similar for other policies)
So my understanding was that the value of the modifier decides the chance for a certain policy to be taken. So I figured make
a) one case for ai empire (first if{}) so the ai is not crippled by policies staying the same and
b) a second case for the player empire (second if{}). For the second case I added a huge modifier when the same policy is already the current policy and always subtract a smaller modifier (so the number is negative in all other cases).
However, the above seems to change nothing, policies are still changed on appointment. Thanks in advance if you can help
For some reason I cannot keep the game from changing policies on appointment by editing the file: common/governor_policies/00_default
(more on that below) so I had to do the poor mans version of a fix:
a) just limiting the tyranny cost to cases of a governor or state with low loyalty (<50)
b) reducing the influence cost to a low number (0,5) and adding some gold cost (0.1x income) instead (this may also be better with a loyalty dependency)
Back to my initial question :
Maybe some smart people here can tell me what I did wrong here in changing "common/governor_policies/00_default" :
acquisition_of_wealth = {
province = {
monthly_local_governor_wage = 0.2
local_tax_modifier = 0.1
state_commerce_modifier = 0.1
}
if = {
limit = {is_ai = yes}
ai_will_do = {
modifier = {
add = 5
governor_or_ruler = { has_trait = gluttonous }
}
modifier = {
add = 15
governor_or_ruler = { loyalty <= 40 }
}
modifier = {
add = {
value = governor_or_ruler.corruption
divide = 2
}
}
}
}
if = {
limit = {is_ai = no}
ai_will_do = {
modifier = {
add = 1100
governor_policy = acquisition_of_wealth
}
modifier = {
subtract = 100
}
}
}
on_action = acquisition_of_wealth_pulse
}
...(similar for other policies)
So my understanding was that the value of the modifier decides the chance for a certain policy to be taken. So I figured make
a) one case for ai empire (first if{}) so the ai is not crippled by policies staying the same and
b) a second case for the player empire (second if{}). For the second case I added a huge modifier when the same policy is already the current policy and always subtract a smaller modifier (so the number is negative in all other cases).
However, the above seems to change nothing, policies are still changed on appointment. Thanks in advance if you can help